Open MadaraUchiha opened 4 years ago
Hello! Thanks for working on it! I'm trying to test it in my game and the issue seems to be here =( One question. Is it compiled already? The update date for "Assemblies" directory and "Source" directory is not the same. Unfortunately I cannot compile it by myself.
Thanks, Dmitrii
@mitasamodel It is not compiled yet. In fact, I am not sure it even compiles! This PR is very much WIP, it's not yet playable.
My other PR #1209 makes an attempt to fix this issue and makes things better but not perfect. You can give that one a try and see if that one works as a crutch until this one is ready :)
@MadaraUchiha yep, I have tried that one (#1209), but the issue was still there. I found a bit other workaround: to be able to reload auto-turrets the pawn should take ammo in the inventory. But as described N7Huntsman, sometimes weird things happen.
Thanks for working on it! :)
By the way, @zhrocks11 @N7Huntsman early thoughts on that logger class? I figured such a thing was good to have in general and I didn't find a similar utility.
@MadaraUchiha C# stuff isn't my wheelhouse, I'm afraid, so I couldn't weigh-in. @NoImageAvailable may have an opinion one way or another.
By the way, @zhrocks11 @N7Huntsman early thoughts on that logger class? I figured such a thing was good to have in general and I didn't find a similar utility.
cc @NoImageAvailable
The correct C# pattern would be surrounding it with an #if DEBUG
but CE also uses it's own set of dev settings in the controller class. That's where in-depth logging parameters live.
@NoImageAvailable I had thought of using the compiler preprocessor statements, but that would mean 3 lines for each logging statement, and that's just too sad.
I will look into the in-depth logging setting, thanks!
Additions
N/A
Changes
Refactors turret reload mechanics
Breaking Changes:
References
Todo: Open issue.
Reasoning
Removing the
GenClosestAmmo
class as suggested by maintainers on #1209.Alternatives
N/A
Testing
Check tests you have performed: